<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.0.3" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: The Nature of Play</title>
	<link>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Sat, 06 Sep 2008 03:47:51 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.3</generator>

	<item>
		<title>by: Pentharian</title>
		<link>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-49310</link>
		<pubDate>Mon, 04 Feb 2008 05:40:41 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-49310</guid>
					<description>http://www.techcrunch.com/2008/02/02/play-a-multiplayer-online-game-while-surfing-the-web-pmog/

Now even just surfing the web can be an MMORPG in a sense.</description>
		<content:encoded><![CDATA[<p><a href='http://www.techcrunch.com/2008/02/02/play-a-multiplayer-online-game-while-surfing-the-web-pmog/' rel='nofollow'>http://www.techcrunch.com/2008/02/02/play-a-multiplayer-online-game-while-surfing-the-web-pmog/</a></p>
<p>Now even just surfing the web can be an MMORPG in a sense.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Lavant</title>
		<link>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-47951</link>
		<pubDate>Tue, 29 Jan 2008 10:03:55 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-47951</guid>
					<description>If we take unstructured play to mean that which is not &lt;b&gt;formally&lt;/b&gt; organized in a set or &lt;b&gt;conventional&lt;/b&gt; pattern, as typical definitions of the concept hold, then we can have unstructured play. It is a type of play that defies classification. Now we could have different levels of structure to an overly unstructured/ improvisational environment/game, but it is a measure of degree. Now if you posit that anytime structure&amp;#62;0 in a strictly mathematical sense then ok you can find some structure to an overly unclassifiable game. Yet what I find interesting are these anomalies that make the game hard to classify and your dream interesting from a social gamer's perspective.</description>
		<content:encoded><![CDATA[<p>If we take unstructured play to mean that which is not <b>formally</b> organized in a set or <b>conventional</b> pattern, as typical definitions of the concept hold, then we can have unstructured play. It is a type of play that defies classification. Now we could have different levels of structure to an overly unstructured/ improvisational environment/game, but it is a measure of degree. Now if you posit that anytime structure&gt;0 in a strictly mathematical sense then ok you can find some structure to an overly unclassifiable game. Yet what I find interesting are these anomalies that make the game hard to classify and your dream interesting from a social gamer&#8217;s perspective.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Eric Lamy</title>
		<link>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-46714</link>
		<pubDate>Sun, 20 Jan 2008 17:33:03 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-46714</guid>
					<description>This plays into a similar philosophy on the nature of freedom. When we consider the extent to which certain impositions against our &quot;natural&quot; freedoms actually enable us to live a much more fulfilling life, it becomes obvious that the freedom we espouse to desire is ultimately based in a limited degree of restraint. This concept of freedom found in restraint is echoed throughout our sensual experiences, in the understanding that certain forms must be adhered to that engage us in a fulfilling fashion.

&quot;Play&quot; is really just an imposition of a different set of restraints than otherwise apply. Childhood make-believe games impose restraints on the type of persona you take on, whether a cop, a robber, an Indian or a cowboy. Modern role-playing utilizes similar concepts, though generally with a wider set of imposed restraints. But even in sports, or in games played with cards or boards and game pieces, there can be no true concept of play without the imposition of a set of restraints that differ from those of common experience. It's the definition of those restraints, the &quot;rules of the game&quot;, that permit those engaging in play to be entertained, providing the ruleset is sufficiently organized to provide a game-situation whose restraints mirror moral concepts that are mutually agreed upon, primarily ensuring some sense of &quot;fair&quot; play.

Not all play needs to adhere to a sense of fair play, though most games do ultimately depend upon it. In those scenarios where some concept of balanced opportunity is sacrificed in favour of one party over another, it is generally only done within a wider ruleset that has been agreed upon in advance by all involved parties. So ultimately even in situations where general moral standards are not adhered to, it is the mutual agreement of the involved parties to establish restraints on those standards that enable the situation of play to operate with success.</description>
		<content:encoded><![CDATA[<p>This plays into a similar philosophy on the nature of freedom. When we consider the extent to which certain impositions against our &#8220;natural&#8221; freedoms actually enable us to live a much more fulfilling life, it becomes obvious that the freedom we espouse to desire is ultimately based in a limited degree of restraint. This concept of freedom found in restraint is echoed throughout our sensual experiences, in the understanding that certain forms must be adhered to that engage us in a fulfilling fashion.</p>
<p>&#8220;Play&#8221; is really just an imposition of a different set of restraints than otherwise apply. Childhood make-believe games impose restraints on the type of persona you take on, whether a cop, a robber, an Indian or a cowboy. Modern role-playing utilizes similar concepts, though generally with a wider set of imposed restraints. But even in sports, or in games played with cards or boards and game pieces, there can be no true concept of play without the imposition of a set of restraints that differ from those of common experience. It&#8217;s the definition of those restraints, the &#8220;rules of the game&#8221;, that permit those engaging in play to be entertained, providing the ruleset is sufficiently organized to provide a game-situation whose restraints mirror moral concepts that are mutually agreed upon, primarily ensuring some sense of &#8220;fair&#8221; play.</p>
<p>Not all play needs to adhere to a sense of fair play, though most games do ultimately depend upon it. In those scenarios where some concept of balanced opportunity is sacrificed in favour of one party over another, it is generally only done within a wider ruleset that has been agreed upon in advance by all involved parties. So ultimately even in situations where general moral standards are not adhered to, it is the mutual agreement of the involved parties to establish restraints on those standards that enable the situation of play to operate with success.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Jetamo</title>
		<link>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-46678</link>
		<pubDate>Sun, 20 Jan 2008 13:28:21 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2008/01/20/the-nature-of-play/#comment-46678</guid>
					<description>Wow. Deep.</description>
		<content:encoded><![CDATA[<p>Wow. Deep.
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
